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Skybound Sprout

  • 2d
  • platformer
  • side-scroller
  • arcade
  • collectathon
  • mobile-friendly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Team built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Skybound Sprout was built by Team with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Skybound Sprout opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Skybound Sprout

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive 2D side-scrolling platform game titled “Skybound Sprout,” rendered on a full-screen HTML canvas with a lightweight, friendly arcade style. Use a bright blue-to-pale sky gradient background, distant translucent green rolling meadow silhouettes, and a slowly parallax-scrolling cloud texture. The game world is 4200 pixels wide and the camera follows the player horizontally, keeping the player around 38% of the viewport width while clamping at the world edges.

Player and controls: The player is a small beige cartoon character sprite, about 42x58 pixels, starting at x=140,y=300. Use A/D or left/right arrows to run, and Space, W, or Up Arrow to jump. Include mobile/touch controls fixed at the bottom: dark blue circular left and right arrow buttons on the lower left and a larger pink circular up-arrow jump button on the lower right. Horizontal movement should accelerate strongly toward the held direction, cap at 260 pixels/second, and decelerate smoothly when released. The player faces the direction of motion, can jump only while grounded, jumps with vertical velocity -650, and has gravity of 1500. Keep the player inside the world horizontally. Support a short invulnerability period with blinking after damage.

Level layout: Build a long floating-meadow course made from dark brown rectangular soil platforms with bright green grass tops and small pale decorative marks. The main ground consists of separated floating sections: x=0..760, 860..1360, 1480..2040, 2160..2860, 2980..3520, and 3640..4200 at y=520 with height 80. Add elevated platforms at these positions and sizes: (360,400,170x24), (650,330,170x24), (980,400,170x24), (1190,300,160x24), (1600,380,180x24), (1870,290,170x24), (2320,390,170x24), (2600,300,170x24), (3110,390,190x24), (3420,300,170x24), and (3820,380,190x24). Collision should allow the player to land on platforms from above, with gaps causing the player to fall and lose a life.

Collectibles and enemies: Place 20 bobbing gold star-seed/coin collectibles, each roughly 26x32, at these coordinates: (420,350), (475,350), (705,280), (1030,350), (1240,250), (1320,250), (1640,330), (1710,330), (1910,240), (1980,240), (2370,340), (2435,340), (2650,250), (2715,250), (3160,340), (3230,340), (3460,250), (3525,250), (3880,330), and (3945,330). Make each collectible gently bob vertically. On collection, remove it, add 1 to the score, and play a short cheerful beep.

Add six animated/sliding slime critters using a green slime enemy sprite, initially at x=560, 1100, 1770, 2490, 3300, and 3980, y=460, each 42x34. They patrol back and forth over an 80-pixel range around their starting position. If the player lands on a slime while descending, kill the slime, bounce the player upward with velocity -430, add 2 points, and play a lower beep. If the player touches a slime from the side or underneath, lose a life unless temporarily invulnerable. Place a red flag goal sprite at x=4050,y=430 with size 50x90; touching it wins the level.

Rules and game states: Start with score 0 and 3 lives. Falling below the level or being hit by an enemy calls a respawn: subtract one life, play a low sound, and if lives remain, move the player back roughly 260 pixels (never before x=80), reset vertical/horizontal motion, place them around y=250, and grant about 2 seconds of invulnerability. If lives reach zero, stop gameplay and show a centered “Try again” overlay stating “The meadow got you — you collected X star seeds.” with a “Restart run” button. Touching the red flag stops gameplay and shows “Meadow cleared!” with “You brought home X star seeds.” and a “Play again” button. Restarting resets all collectibles, enemies, score, lives, player position, camera, and victory state.

HUD and presentation: Overlay a fixed HUD above the canvas. At top left show a dark translucent rounded badge with white border and bold white text “Skybound Sprout.” At top right show a matching badge with “✦ 0   ❤ 3,” updating score and lives. Center near the top show a white translucent pill reading “A/D or arrows to run · Space to jump.” Before starting, display a centered dark navy translucent rounded panel with a white border and soft drop shadow, large two-line “Skybound Sprout” title, the description “Run across the floating meadows, grab the star seeds, bounce on critters, and reach the red flag.” and a yellow rounded “Start adventure” button. Use responsive typography and controls suitable for desktop and mobile. The overall visual language should be colorful, clean, approachable, and polished, with sprite-based Kenney-style platformer art for the beige hero, gold collectibles, slimes, red flag, and clouds. Add simple synthesized triangle-wave beeps for jumping, collecting, enemy bouncing, damage, and winning, but keep gameplay functional if audio is unavailable.

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